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Mass Effect: Virmire Walkthrough and Choice Outcomes

Last Edited: 17 May 2021 6:25 am

This page of IGN’s Mass Effect wiki guide is all about the Virmire level, including how to get through all combat encounters, where to find every source of loot, and pick the right dialogue choices for your playthrough.

After concluding two of the leads on Saren, Shepard is contacted by the Council on news of an STG team who sent an urgent message from Virmire while gathering intel on Saren there. It’ll be a good idea to investigate the area and see what they’ve found, and if you can help.

Virmire Choices and Consequences

If you don’t want a full walkthrough but do want to know about pivotal choices you’ll have to make, here are the big ones.

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Virmire : Wrex and the Genophage

Early into the Mission on Virmire , you’ll learn that Saren has found a cure for the Genophage in this lab, and Wrex is furious that it’ll be destroyed. You’ll have to confront him at the beach to find a resolution.

To convince Wrex to stand down, you’ll need to have 8 Charm points or have completed the “ Wrex: Family Armor ” Assignment in order to open up the requisite options to save him. Otherwise, you can shoot him yourself, order Ashley to shoot him if you told her to “Stay Alert” earlier, or can’t find a resolution that will result in Ashley killing him herself.

Virmire : Kaidan and Ashley

Towards the end of Virmire , you’ll be forced to choose to rescue either Kaidan or Ashley, who will be at the bomb site or the AA tower (who is where depends on who you assigned to Kirrahe’s team before the assault ).

Consequences

Saren conversation on virmire.

At the end of the Virmire Mission, you’ll get into an extended conversation with Saren over his allyship with Sovereign. Towards the end you’ll have an Investigate option on the left side: this marks when the important final choice with Saren will appear.

If you pick “It’s already happened!” or “You are indoctrinated”, you’ll open up Persuasion options that will have an effect later in the game.

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Mass Effect Legendary Edition

How to complete Virmire: Assisting Kirrahe’s Team in Mass Effect Legendary Edition

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When you’re working your way towards Saren’s base on Virmire alongside your squadmates and Captain Kirrahe’s team in Mass Effect Legendary Edition, you have the option to assist Kirrahe’s efforts. There are several small, hidden ways to make it, so they have an easier time, and you’ll be able to ensure more of his return to the Normandy at the end of the mission if you choose to save him, which you should. Whenever you complete these tasks, you’ll receive Paragon points.

How to assist Captain Kirrahe’s Team

Disrupt communications.

You’ll be able to complete this objective pretty early. It’ll be on the right side when you first start making your way towards Saren’s base. Clear the Geth outpost and then reach the top of the stairs. There will be a terminal station called the Triangulation Tower, and you can choose to Disrupt the communications coming from it.

mass effect virmire assignments

Destroy the Satellite Uplink

Continue moving down through the canyon until you reach the Satellite Uplink Tower. Due to the pathway and how it’s formed, you can’t miss this location. There are a handful of Geth protecting this location and a Krogan Warrior. Eliminate them, and then look up at the top of the outpost. There will be an object called Satellite Uplink. Shoot it, and you’ll make it harder for the Geth to fight back against Captain Kirrahe’s team. The Satellite Uplink device is easy to miss.

mass effect virmire assignments

Destroy the Flyers

The next objective you can complete on the way to Saren’s base is to destroy several Flyers at a nearby Refueling Platform. This location is easy to miss, but if you’re headed straight to the base, you might not catch it in the corner of your eye. Head up to this location, and destroy the drones here.

mass effect virmire assignments

Disable alarms

Regardless of the route, you take when entering Saren’s base, you’ll receive the option to handle the alarms before unlocking the door. You can choose to disable them or trigger them on the far side of the base. The best option is to disable the alarms and ensure more Geth and combatants stay on your side of the base.

mass effect virmire assignments

It is possible to lose Captain Kirrahe if you do not perform enough of these actions. When they fall, the teammate you sent with the team continues on the radio to update you about their progress.

mass effect virmire assignments

mass effect virmire assignments

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Mass Effect Assignments: how to start every side quest & assignment

While you’ll be doing a lot of running and gunning across the Galaxy, Mass Effect is still a traditional RPG in many ways. That naturally means a whole bunch of side quests - or Assignments,  as they’re known officially in the game.

As with the various character classes, abilities and class specializations in Mass Effect 1, the assignments featured are pretty typical RPG tropes - various quests that offer up rewards like XP, items, gear, paragon or renegade alignment points, and of course new and unique storylines. Completing the majority of the game nets you the ‘Completionist’ trophy/achievement - so if you’re going for that, you’ll need to tidy up the majority of the assignments.

One advantage of the branching, multi-game narrative of Mass Effect is that several of these side quests and assignments can also feature choices that have consequences in Mass Effect 2 and 3 - if you do the quest.

On this page, we’ll list every side quest assignment in Mass Effect, plus where to start them and any other key information completionists will need to know - broken up by each of Mass Effect’s core locations:

  • Citadel Assignments, part 1

Normandy Squadmate Assignments

  • Citadel Assignments, part 2
  • Story Planet Assignments on Feros, Noveria & Virmire
  • Citadel Assignments, part 3
  • DLC Assignments
  • Collectible assignments

Uncharted World Assignments

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Citadel Assignments Part 1

These assignments are available from your very first visit to the Citadel very early in the game, though some assignments unlock gradually as more of the Citadel becomes available to you. 

  • Citadel: Asari Consort: visit the Consort’s Chambers on the Presidium and speak to Nelyna and then Sha’ira.
  • Citadel: Doctor Michel: head to the Lower Wards Med Clinic again any time after taking down Fist in Chora’s Den as part of the main story. 
  • This quest evolves into a ‘second part’ called ‘Citadel: Doctor Michel is Safe’
  • Citadel: Homecoming: once Tali has joined your party, speak to Samesh Bhatia near the embassy area commons area, not far from where there’s an Avina terminal.
  • This quest leads to several follow-up quests as the storyline twists and turns, including Citadel: Jahleed's Secret ,   Citadel: Jahleed and Chorban , followed by one of a number of finales such as Citadel: Jahleed Returns Materials , Citadel: Jahleed Arrested , Citadel: Jahleed Set Free . 
  • Citadel: Presidium Prophet: after the council reject your claims about Eden Prime and the Citadel: Expose Saren main quest begins, find a C-Sec Officer and Hanar on the Presidium in the wide open area near the Citadel Tower. 
  • Citadel: Reporter's Request: as soon as you can access the Upper Wards (once you’re working to expose Saren), find Emily Wong near the stairway to Flux. Alternatively, picking up the OSD in Fist’s office in Chora’s Den also retroactively gives you the quest. 
  • This quest evolves into Citadel: Rita's Sister and Chellick and Citadel: Rita's Sister is Safe as you progress it.
  • Citadel: Scan the Keepers: this assignment is dropped into your lap; after meeting the council, a Salarian is right in your path, fiddling with a keeper. A squadmate will even point them out. Chat to the Salarian, Chorban, to start the quest. If you’ve already started the Citadel: Jahleed’s Fears quest before this one, Chorban will move to the Lower Markets, where you can still get the quest from him. We’ve got a guide to the Keeper Locations to get you through this quest.
  • Depending on choices you make, this assignment will change into either Citadel: Schells' Scanner Given Away or Citadel: Schells has his Data .
  • Citadel: Signal Tracking: visit Flux Casino on the Lower Wards and examine a ‘Suspicious Gambling Machine’ in the upstairs corner to start this quest. We’ve got a guide on the signal tracking locations if you need help.
  • Citadel: The Fan: you’ll find Conrad Verner standing in the Markets area of the Upper Wards. There are three stages to this assignment; you’ll need to visit Verner when you first gain access to the wards, then again after becoming a Spectre, and one last time after completing any of the three main story worlds.
  • As it progresses, this quest changes name to Citadel: Xeltan Convinced .
  • Missing Person / UNC: Privateers: get this assignment by speaking to Garoth in the Citadel Tower after your second meeting with the council. Alternatively, it can be received by hacking a computer terminal on Noveria. It will also automatically trigger if you find and scan the MSV Majesty in the Horse Head Nebula.

Once you’re back on the Normandy after your first Citadel Visit, you’ll have the chance to talk to your squadmates during down time aboard the ship. If you keep talking to them, three of your alien squad members will have requests for you.

What squadmates have to say changes each time you complete a main story mission; you may have to complete one or two story missions before they give you their request and the associated assignment .

  • Garrus: Find Dr. Saleon: keep talking to Garrus and he’ll gradually reveal information about this C-Sec case gone wrong, which eventually gives you a location to head to.
  • Tali and the Geth / Tali’s Pilgrimage: Tali will tell you about her pilgrimage, but this assignment only pops when you clear a Geth Base on Solcrum as part of UNC: Geth Incursions. There’s a terminal you can interact with in that planet’s Geth Stronghold, and you can then gift that data to Tali aboard Normandy.
  • Wrex: Family Armor: keep talking to Wrex and talking about his past; he will ask you to retrieve his family armor, which was stolen. Alternatively, you can find the assignment goal on Tuntau in the Phoenix System of Argos Rho; finding the armor first gives you the quest, then you can turn it in by talking to Wrex. We recommend, for various reasons, that you do this quest before heading to Virmire .

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Citadel Assignments Part 2

These assignments will be available the next time you visit the Citadel after completing any one of the three ‘core’ story planet missions of Therum, Noveria, or Feros .

Three of the quests that unlock this point are a branch based on your pre-service history character background - each background gets one exclusive side quest. The other three are available to all.

  • Citadel: I Remember Me: only available if your Shepard has the Colonist background. You’ll automatically get a call about this quest after arriving on the Citadel and using the elevator from the docking bay.
  • Citadel: Old Friends: only available if your Shepard has the Earthborn background. Find Finch in Chora’s Den.
  • Citadel: Old, Unhappy, Far-Off Things: only available if your Shepard has the Spacer background. Talk to Zabaleta in the Wards Access corridor area.
  • Citadel: Family Matter: near the Presidium financial district and Barla Von’s office, there's two people audibly arguing. Insert yourself into their conversation.
  • Citadel: Planting a Bug: you must have completed Citadel: Reporter’s Request for Emily Wong. If you have, find Wong in the Citadel Tower to get this continuation.
  • Citadel: Snap Inspection: this will automatically occur as you step off the Normandy when it first arrives back at the Citadel. 
  • Citadel: The Fourth Estate: the reporter Khalisah Al-Jilani can be found at the bottom of the elevator from the docking bay; talk to her to take on this verbally-charged assignment.

Story Planet Assignments: Feros, Noveria, & Virmire

Mass Effect’s handful of story-critical planets also have a few assignments of their own - though it’s only a few for each planet, and Therum actually has no side quests at all, being a much more straightforward affair. Here’s the quests you can expect on each planet:

Noveria Assignments:

  • Noveria: Espionage: as you explore the port in Noveria, you’ll be approached by an Asari named Mallene Calis, giving you this side quest. If you agree to help her, the quest continues. If you refuse, it is marked as completed.
  • Noveria: Smuggling: there’s a Hanar Merchant named Opold on Noveria, in the port area. Chat to it and it’ll ask for your help smuggling an item.

Feros Assignments:

  • Feros: Data Recovery: when you’re in the Mako heading from Zhu’s Hope to the ExoGeni facility, you can stop and head into ruins - speak to the scientists hiding within. 
  • Feros: Geth in the Tunnels: after speaking to Fai Dan as part of the main story and then dealing with some Geth, speak to him again. You can also get the quest by heading into the tunnels and blowing up the transmitter.
  • Feros: Power Cells: once you’ve met Fai Dan in Zhu’s Hope, talk to May O’Connell, who hangs out near the area entrance.
  • Feros: Varren Meat: once you’ve free reign to look around Zhu’s Hope, talk to Davin Reynolds.
  • Feros: Water Restoration: find and talk to Macha Doyle inside the Zhu’s Hope colony.

Virmire Assignments:

  • Virmire: Assisting Kirrahe's Team & Virmire: Wrex and the Genophage : both unmissable quests that will pop part-way into the Virmire mission - with the Wrex mission only happening if you recruited him. We’ve got a full guide to the choices on Virmire that helps explain the decisions you’re making here.

Citadel Assignments Part 3

While you can go back and forth to the Citadel as much as you like, these assignments will be made available when the story takes you back to the Citadel and for a brief period you can’t leave there. 

  • Citadel: Our Own Worst Enemy: once Captain Anderson asks you to meet him in Flux but before you do go to join him, talk to Charles Saracino, who is leading a group of protestors. 
  • Citadel: Negotiator's Request: once Captain Anderson asks you to meet him in Flux, you’ll be able to talk to Mr. Keeler near the entrance to Flux to get this assignment.

DLC Assignments: Bring Down the Sky & Pinnacle Station

The DLC for Mass Effect adds two new locations with associated story missions - Asteroid X57 and Pinnacle Station. Note that Pinnacle Station is only available in the original releases of the game, not the Legendary Edition remaster . Bring Down The Sky is available in both.

Bring Down the Sky / Asteroid X57 Assignments:

  • X57: Bring Down the Sky: simply land on the asteroid; this is the main story mission.
  • X57: Avoid the Blasting Caps: will be introduced to you over comms when you turn off the first fusion torch.
  • X57: Missing Engineers: either find one of the engineers out on the Asteroid or speak to Simon Atwell later in the main quest.

Pinnacle Station Assignments: 

  • Pinnacle Station: Combat Missions: visit Pinnacle Station. Talk to Admiral Ahern, then Ochren. 
  • Pinnacle Station: Convoy: clear Admiral Ahren’s special scenario to get this quest.
  • Pinnacle Station: Vidinos: beat the high score of a challenge to start this quest.

Galactic Collectible Assignments

Each of these five assignments relate to various resources that can be found on the uncharted worlds you can land the Mako on through the galaxy as presented in Mass Effect. Each of these quests automatically begins the first time that you pick up one of these resources on any uncharted world.

Keep in mind that in most of these cases, there are more of these resources to be found than required to finish each quest. Aside from some cash and XP, there is no bonus to finding ‘extra’ resources.

  • UNC: Prothean Data Discs
  • UNC: Turian Insignias
  • UNC: Valuable Minerals
  • UNC: Locate Signs of Battle
  • UNC: Asari Writings

mass_effect_unc_side_quests_assignments.png

These assignments make up the bulk of the side quests in the game - relatively random encounters you can have out in space while exploring the galaxy.

Most of these quests can be acquired in multiple ways - either through stumbling on the quest location while exploring a planet, through hacking computers and terminals, through overheard news reports and banter, or even through distress signals. Many of these quests have multiple names depending on how you first acquire them - so we bundle each quest together with its multiple monikers below.

  • UNC: Asari Diplomacy / Mercenaries: after completing one story planet, talk to Nassana Dantius in the lounge area of the Citadel’s Presidium embassies area. Alternatively, the quest automatically begins if you assault a merc base on Sharjila in the Macedon system.
  • UNC: Colony of the Dead / Investigate Samples: hack a terminal in the ExoGeni building on Feros - or go to Chasca in the Matano system and enter one of the planet’s research stations.
  • UNC: Dead Scientists / Doctor at Risk: find a clue on a terminal on Noveria, or get it automatically when you first enter the Newton system.
  • UNC: Derelict Freighter: any time after finishing the story mission on Feros, find this ship drifting in the Caspian System of the Maroon Sea Cluster, hidden in an asteroid belt. 
  • UNC: Distress Call / Unusual Readings: hack the computer in Udina’s office on the Citadel, or go to Metgos in the Argos Rho cluster’s Hydra system.
  • UNC: Espionage Probe / Investigate Shipments: simply take the Normandy to the Voyager Cluster’s Amazon system.
  • UNC: ExoGeni Facility / Investigate Facility: obtain the quest by unearthing a transmission while on Feros, or get the assignment by landing on Nodacrux in the Maroon Sea cluster.
  • UNC: Geth Incursions / Geth Activities: acquired by hacking a Geth terminal on Feros or terminal on Virmire, but it’s more easily obtained by visiting the Armstrong Nebula, where it’ll be given to you on arrival.
  • UNC: Hostage: you’ll get a message from Admiral Hackett the first time you enter the Farinata System of the Hades Gamma cluster.
  • UNC: Hostile Takeover / A Person of Interest: either talk to Helena Blake in the Citadel Presidium Financial District after becoming a Spectre, or decrypt a terminal in C-Sec Academy.
  • UNC: Major Kyle / Strange Transmission: unlocked by hacking various terminals on Feros, the Citadel, or Noveria. Alternatively, navigate to the Century system of the Hawking Eta cluster to get it automatically.
  • UNC: Missing Marines / UNC: Cerberus / UNC: Hades' Dogs: after becoming a Spectre, speak to Admiral Kahoku in the Citadel Tower to get the Missing Marines assignment. Alternatively, take Normandy to Edolus in the Artemis Tau cluster to get the assignment that way. Once Missing Marines is completed, UNC: Cerberus triggers when you next use the galaxy map, and that quest leads directly to UNC: Hades’ Dogs. 
  • UNC: Listening Post Alpha / UNC: Listening Post Theta / UNC: Depot Sigma-23: after completing Noveria, go to the Styx Theta cluster. Enter the Erebus system to pick up a distress signal.
  • UNC: Lost Freighter: locate the missing ship in the Gemini Sigma cluster’s Ming System. 
  • UNC: Lost Module: simply enter the Hercules system in the Attican Beta cluster to be given the assignment. 
  • UNC: Missing Survey Team: commonly overheard in Citadel elevators. Alternatively, just go to the planet Trebin in the Hades Gamma cluster’s Antaeus system.
  • UNC: Privateers / Missing Person: talk to Garoth on the Citadel Tower after becoming a Spectre. Alternatively, find and scan the MSV Majesty in the  Horse Head Nebula. It’s near the planet Xawin.
  • UNC: Rogue VI: once you reach a certain level, Admiral Hackett will call you to give you this assignment the next time you travel to a new system. This assignment is how you unlock Shepard’s specialization class .

Finally, there are two assignments that are exclusive to different moralities. They only trigger if you've amassed a certain amount of Paragon or Renegade points, and are themed around what each morality axis is good at:

  • UNC: Besieged Base:  Admiral Hackett will contact you when you use the Galaxy Map once you qualify, which will require at least 80% of Paragon points.
  • UNC: The Negotiation:  Admiral Hackett will contact you when you use the Galaxy Map once you qualify, which will require at least 80% Renegade points.

Finished with ME1? We've got the same guide for the ME2 side quests if you enjoyed this - just click on through!

Mass Effect Guide: Raiding Saren’s Facility on Virmire

Mass Effect's Virmire mission is a major mission with incredible lore and plot, as well as game-changing decisions that affect the entire trilogy.

Mass Effect's Virmire mission is the halfway point of the story and one of the best missions in the first game. It gives insight not just into Saren's motives but is a general lore dump once inside the facility, which means there will be spoilers ahead. We recommend waiting until you've reached this point in the game unless you really want to know what's coming.

After completing two of the three plot mission -- Find Liara T'soni , Feros: Geth Attack or Noveria: Geth Interest --Shepard will receive a transmission from the Council about Saren. They'll pass on a partial message received from a salarian infiltration team on the planet Virmire. From here, Shepard can choose to go immediately or poke around the galaxy some more and do other quests, but since you're here, let's assume Shepard is on the way. Get a team ready to fight a lot of Geth and a few krogan.

RELATED: Mass Effect: Legendary Edition - How to Save (or DESTROY) The Rachni

Disable the AA Tower and Head to the Salarian Camp

Defense towers surround the base, preventing the Normandy from reaching the salarian infiltration team's location. Instead, Shepard's team is dropped off with the Mako and must disable the towers on the way to the camp. The path is straightforward, but there will be Geth trying to stop you. Along the way, you'll encounter three gatehouses that must be cleared out on foot. They all have a similar layout, and in each, you'll find a hallway leading to a room with the door controls to allow the Mako through. The second gatehouse also has the Geth console to disable the AA towers. Make sure to keep an eye out for items in these checkpoints. Don't worry about any junctions on the way; they all lead in the same direction. Joker will radio Shepard that he is on the way to the salarian camp after disabling the towers.

At the camp, you'll get a cutscene with Ashley, Kaidan and the infiltration team's leader, Captain Kirrahe. He was expecting more back-up, but with the unclear message, Shepard is all that was sent. He informs Shepard of the situation and about Saren's facility, which is breeding krogan to use in his army. If you recruited Wrex, he'll ask about the facility and the genophage and heavily protest its destruction. You can now explore the camp and make purchases from a salarian vendor in one of the tents before speaking with Wrex to progress.

RELATED: Mass Effect 2 Guide: How to Recruit the Krogan Warlord

Wrex and the Genophage

This small sub-quest is actually one of the series' biggest moments . Shepard must confront Wrex, which can go a few ways and potentially earn some major Paragon or Renegade points. If you're concerned because Wrex is firing off his shotgun, you may ask Ashley to stand ready should things go south, but it isn't required. If you've already completed Wrex's mission to find his family armor, you'll have an easier time getting him to listen to reason.

If you're trying to convince him to be on Shepard's side, choose positive and Charm options to convince Wrex the bred krogan are under Saren's influence. Getting him to come around will net a whopping +28 Paragon. One Renegade option tells Wrex not to be naïve, which will net +9 Renegade but provide the same story outcome.

If you don't care much for Wrex or want big Renegade points, Shepard can force his hand with negative responses and Intimidate options. You can choose to signal Ashley to shoot him or have Shepard shoot him, earning a big +25 Renegade. Afterward, you can choose to say something nice for +2 Paragon or “Dump him” for +2 Renegade. If Shepard doesn't have enough Charm or Intimidate, the argument may go on for too long, ending in Ashley shooting him if she's readied. This opens up an additional dialogue option about being in command, giving +8 Paragon.

In another outcome, if you arrive on Virmire without having recruited Garrus or Liara, Wrex will always come around to see reason. This is by design, as losing Wrex wouldn't leave you with enough party members to complete Virmire.

RELATED: Mass Effect - Prologue: Find the Beacon Walkthrough

Infiltrate Saren's Base

Explore the camp for items and codex entries before speaking to Kirrahe in one of the tents to continue with the mission. After explaining the plan to blow up the facility, he'll tell Shepard he needs one of their squad members for the assault and leaves it up to them to chose Kaidan or Ashley. Be warned, whoever you choose won't be available to be on your team for the rest of the mission. You'll be given one last chance to get ready; otherwise, speak to Kirrahe again to start the mission.

Shepard's team will be sneaking in while Kirrahe's team distracts with a frontal assault. You'll first encounter a small tower guarded by Geth. Defeat them and optionally head up its path to find a console to disable their communications and earn +2 Paragon. Leave the tower and continue on the path right or go under the tower. You'll come to a junction; while both lead the same way, the enemies on each path differ.

Next, you'll come to an uplink tower. Deal with the guards and shut down the link on the roof to disrupt Geth satellites, earning another +2 Paragon. Keep heading forward until a member of the other team mentions Geth Flyers or airborne enemies. If you want to make sure Kirrahe survives the mission (and earn another +8 Paragon), head north to the Refueling Platform before reaching the main facility. Destroy the drones and tank here before making your way back or west to the base entrance.

Clear the entrance and enter through the door on the right of the bridge or decrypt the entrance to the left down a ramp, which bypasses some enemies and takes you to the Maintenance Bay. If you went left, you might choose to head up to the Base Entry area anyway to bypass an alarm, rerouting enemy forces to Kirrahe's team. This action results in Kirrahe's death, earning Shepard +9 Renegade, or you can save Kirrahe, earning +8 Paragon. You can get there by heading to the upper level and past the Security Office to the Warehouse. This option is on the way through the other entrance.

RELATED: How Long Does It Take to Beat & Complete the Mass Effect Trilogy?

Cell Blocks

You can head to the labs or cell blocks, but we recommend going through Cell Block A, then B to encounter some extra characters. Go to the right of the elevator to reach Cell Block A and defeat the enemies there, including the indoctrinated salarian scientists. Shepard will encounter a member of the captured salarian team with some interesting information about other research being done here. Shepard can choose to let him out for +2 Paragon or leave him there for +9 Renegade; alternatively, you can choose the Renegade option first, then the Paragon. Talking to him gives Shepard access to the other holding cells where his broken team members are held. You can choose to leave them there for +2 Paragon or kill them for +2 Renegade. After the encounter, head back the way you came and over to Cell Block B to the left of the elevator.

Here you'll encounter another, less fortunate salarian team member. Releasing him will earn Shepard +8 Paragon while leaving him will earn +2 Renegade. Afterward, you can head to the other end of the room and down to the Storage Room and Maintenance Bay if you didn't explore that area earlier. Head back up to the Base Entry and take the elevator down to the Genophage Labs.

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Enemies won't notice you right away, giving you a chance to get in position. The Husks in containment will release during combat; otherwise, the krogan doctor is the main threat. Defeat the enemies and search the room for items before heading through the exit near the center of the lab. If the bridge is up, head back into the labs and access the Geth console to the left. Cross the bridge and head into the Security Office on the left, where you'll find an asari scientist. She can give Shepard more information about indoctrination and the facility, including access to Saren's Communication Tower. Afterward, you can choose to kill her for +9 Renegade or let her live. Search the office before taking the elevator down to the Communication Tower.

Here you'll encounter a second beacon for Shepard to activate , granting him more visions. Head to the upper catwalk and interact with the red panels for an unexpected but incredible encounter and conversation. When the exchange is over, head back the way you came and straight across the catwalk after exiting the Security Office. Take out the enemies and head into the tunnel leading to the Main Level.

RELATED: Xbox Game Pass: Everything Arriving and Leaving in May 2021

Disable AA Guns and Arm the Nuke

Loot the lower area here before continuing up. A teammate will comment on some AA guns, which you'll need to disable to protect the Normandy. Take out more Geth and krogan here before accessing the Geth terminal on the upper platform. Loot the area and activate the elevator but be prepared. Enemies will be riding up to surprise Shepard. Once they're out of the way, take it to the krogan Breeding Grounds. Fight your way through to where Shepard will meet up with the Normandy and whoever wasn't sent with Kirrahe. They will be placing the nuke when the other squad member says they need assistance. You'll be able to switch out Shepard's team one last time before heading out.

Go south and right through another trench of enemies. At the end of it, take the elevator up to the western part of the Main Level. The path is straightforward, just defeat enemies and pick up items along the way. A cutscene will trigger, and you'll be faced with a major choice. Geth are swarming both Ashley and Kaidan, and Shepard only has time to save one. Choose your preference and say you're sorry for +2 Paragon or make it sound easy for +2 Renegade. Depending on your choice, you'll either keep going to the AA tower or head back to the bomb site.

RELATED: Mass Effect: Legendary Edition Fixes the Trilogy's Most EMBARRASSING Moment

Confronting Saren and Escape

Clear out any geth you encounter, and Saren will appear. You'll get more information and some Paragon and Renegade choices. Tell him he's already fallen and ask him to help you for +2 Paragon or tell him he's being used for +2 Renegade. At the end of the conversation, Saren will attack from his hovering platform. He is immune to biotics except for Warp and Stasis. After taking enough damage, Saren escapes and Shepard does the same with the Normandy, leaving Kaidan or Ashley behind.

Back aboard the Normandy, Shepard will debrief the whole team. When it's over, Joker will ask if Shepard wants to speak with the Council, allowing you to earn some final Paragon or Renegade points for this mission. Asking if they need proof of Shepard's encounter and asking the Council to trust them will earn +2 Paragon each while telling them to take a hike will earn +2 Renegade. Also, if you saved Captain Kirrahe, he will be aboard the Normandy in the hangar to speak with.

KEEP READING: Mass Effect 2 Guide: How to Recruit the Master Sniper, Archangel

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mass effect virmire assignments

Mass Effect 4 Shouldn't Play It Safe with Any Companions

  • Allowing for squadmate deaths in the next Mass Effect could enhance replayability and create vastly different playthrough experiences.
  • Mass Effect 4 has the opportunity to give players never-before-seen companion dynamics, drawing inspiration from modern RPG trends.
  • The next game could offer the freedom to let the entire party perish, leading to more meaningful routes and worldbuilding after the events of the original trilogy.

Commander Shepard had a level of control over the narrative that allowed for optional companions to be left behind in the original Mass Effect trilogy, and this kind of dynamic has the potential to make the next game feel properly tailored around the player's desires. With some of the most memorable examples of these situations involving the deaths of existing or potential companions, however, allowing the entire squad to end up dead in the next Mass Effect would serve to represent a remarkable example of freedom in a party-based RPG.

Skipping out on characters is an interesting way to shape the game around an individual's preferences, but killing them off can make for vastly different playthroughs that enhance long-term replayability. Considering that Mass Effect 's sad companion deaths are already some of the most memorable in modern sci-fi RPGs and design trends have been shifting towards this direction in the industry as a whole, the next game should have plenty of inspiration to draw from.

How Mass Effect 4 Can Flip the Script with its Companions

Some of the mass effect trilogy's most intense moments involve squadmate deaths, wrex on virmire and me3's galaxy of consequences.

In a moment that is emotionally difficult for many players, Wrex threatens to betray the party during the original Mass Effect 's divisive Virmire mission . He can die right there and never appear again in the series or be talked down with sufficient skill, and the same mission requires the player to let either Kaidan or Ashley die. By the time of the final entry, Shepard has so much influence in the galaxy that the player can allow entire planetary populations to die out, leading to the tragic loss of a mainstay like Tali and other companions from previous titles.

ME2 and Its Suicide Mission Are a Masterclass in Modular Gameplay

Not only can players choose to leave many of their companions behind in the first place, but Mass Effect 2 's Samara can be killed straight up and replaced with her vampiric daughter, for example. The final Suicide Mission allows Shepard to assign roles to the party, and making the wrong choice here will prove permanently fatal for them. This can act as a moment of narrative consistency or an instance of the player sending these characters to their deaths, but the level of choice it represents is its biggest achievement.

The Next Mass Effect Should Give Players the Freedom to Let the Entire Party Perish

Creating meaningfully distinct routes and worldbuilding after the reapers.

Any number of characters dying throughout the original trilogy was generally handled by replacing them with a more generic NPC filling the same role in terms of narrative, and BioWare going into the next ME with this type of design philosophy could lead to even more variation in these sorts of playthroughs.

Since the next game will likely see a rebuilt galaxy after the Destroy ending of Mass Effect 3 , it could even make narrative sense for certain companions to be relegated to conflicting factions which push the player to side against certain options. It's unknown if the next protagonist will be as much of a heroic icon as Shepard, so there's more room than ever for morally ambiguous actions like killing squadmates.

How BioWare-Influenced Titles like Baldur's Gate 3 Handle Killing Companions

It might be true that routes like the one involving Shepard's death in ME2 due to having no living companions aren't usually able to be canon to series lore in RPGs, but this doesn't mean elements of it can't be managed effectively. Titles like Pillars of Eternity and Baldur's Gate 3 have utilized similar formulas, but feature no limits on allowing the player to kill the entire party and end up completely alone.

BG3 's Dark Urge Origin even focuses on this concept in specificity, showing how some of the most notable modern RPGs have been able to make the most of companion deaths. Whether or not the next Mass Effect prominently features returning characters, building up its roster just to let them be torn down could be one of its most effective emotional tools.

Mass Effect: Legendary Edition

Mass Effect: Legendary Edition is a three-game pack, featuring the original Commander Shepard trilogy. Players will have access to each game, as well as all of the appropriate DLC. The titles feature graphical enhancements and other small tweaks.

Franchise Mass Effect

Platform(s) PS4, PC, Xbox One

Released May 14, 2021

Developer(s) BioWare

Publisher(s) Electronic Arts

Genre(s) Action, RPG

Engine Unreal Engine 4

ESRB M for Mature: Blood, Drug Reference, Partial Nudity, Sexual Content, Strong Language, Use of Alcohol, Violence

How Long To Beat 100+ Hours

X|S Enhanced Yes

File Size Xbox Series 21 GB (November 2023)

Metascore 87

Mass Effect 4 Shouldn't Play It Safe with Any Companions

Mass Effect Wiki

Virmire (mission)

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A gated community on Virmire. Saren's minions only.

You've received word that a salarian reconnaissance team on Virmire has information about Saren . The message was unclear and the Council fears the team is in danger.

  • 1 Acquisition
  • 2 Preparation
  • 3.1 Drop Off
  • 3.2 Gatehouse One
  • 3.3 Gatehouse Two
  • 3.4 Gatehouse Three
  • 3.5 Salarian Camp
  • 5 Cut Content
  • 6 References

Acquisition [ ]

This mission is acquired after the completion of two of the first three plot worlds: Therum , Noveria , or Feros .

The next time you try to access the Galaxy Map in the Normandy , Joker informs you of a priority call from the Citadel . If you ask if it's from Udina , nope, it's from the Council. You cannot travel to other star systems while this is pending, so might as well take the call in the comm room.

The Councilors inform you that a salarian recon team sent nothing but static on a mission-priority channel. They reason they wouldn't have sent anything if it wasn't important, so they want to apprise you of all your options. The signal originated on Virmire, so you must go there to investigate.

The asari and salarian Councilors do most of the talking. If you want to antagonize them, the turian Councilor will speak up to offer his counterarguments. Morality points can be had in this exchange.

Preparation [ ]

Virmire's surface

You will be fighting geth ranging from small to large, but in an outdoor environment where you will mostly have the Mako available, and you'll be able to change squads before you encounter any other type of enemy. This is largely a driving mission, though technically you can proceed through the entire level on foot, but you'll be accomplishing little other than wasting your time, so use the tools you've been provided. As usual, additional experience points can be won for killing geth while on foot unless you are playing Legendary Edition , so if you plan to go this route equip a squad that will be useful against geth at ranges that are often distant. If you are planning on sticking to the Mako as much as possible, plan for a few fights with conventional geth at normal range.

Squadmates with sniper rifle training, such as Garrus and Ashley, will be helpful, as well as ammo mods such as Tungsten Rounds which do extra damage against synthetics. You'll also have a several opportunities to use abilities at closer range, and fortunately geth are vulnerable to most powers. Due to the sheer amount of geth on the planet, Tali is an excellent candidate for the squad, as her Hacking ability can turn the tide of the fighting when mastered. Biotics, specifically the Lift ability that Kaidan and Liara have, can be useful in incapacitating a troublesome opponent.

Beginning the Virmire mission sequence is a major turning point in the game . Unlike Feros or Noveria, you cannot return to the Normandy and leave the planet before completing the mission. Upon landing, you will be forced to see Virmire's mission chain to its very end, and one way or the other one member of your squad (or two, if your actions lead to it) will become unavailable afterward. If you intend on maximizing interactions, explore as much of your squadmates' character arcs as you can before landing on the planet. Virmire also presents a number of high level opponents and a boss fight, so putting the mission off until gaining a decent level, quality armor and weapons may be an excellent idea.

Walkthrough [ ]

If you visit the Citadel and ask Anderson about this, he'll say that he has never even heard of Virmire before the Council passed the information to Shepard .

Virmire is in the Hoc system of the Sentry Omega cluster.

Drop Off [ ]

Under the radar

When the Normandy is approaching Virmire, Joker picks up the signal from the Salarian STG team, and Kaidan takes notice of the massive defense towers that surround Saren’s base. Joker will tell Shepard that he will get the Mako in under Saren’s radar. The Normandy swoops in and drops the Mako at low altitude. Once the Mako rolls to a stop, Joker comes over the radio and calls for a successful drop. Respond, but basically Shepard says the same thing. Shepard orders Joker to keep the Normandy out of range until the AA guns are down. You will notice some animals around, however they are harmless and don’t attack so ignore them.

Climb into the Mako and head off. There are no item pickups in the driving sections of the map , making it convenient if you don't plan on disembarking from the Mako unless absolutely required. Be careful near the ocean's edge, because the Mako can drive over the rocks leading to a Critical Mission Failure.

Around the second corner you will encounter some Geth Rocket Drones and Geth Assault Drones . These are actually harder to take out from the Mako than on foot, so exit and start shooting. Keep moving forward, taking out another group of drones along the way.

Insanity Tips: Rockets and especially snipers can one-shot Shepard on this level, so be careful getting out of the Mako when there is a large group around. Remember to turn the Mako sideways to any large enemies and "rock back and forth" to avoid rockets; likewise when you're outside the Mako and in the great outdoors where there isn't much cover, keep on the move while you shoot to avoid incoming missiles. But if you've made it this far on Insanity level you won't find anything in the vehicular section of Virmire too difficult.

The Mako rewriting the definition of "roadkill" with a geth Juggernaut

Ahead on the right are some Geth Rocket Troopers that just love to shoot rockets, so make sure they get only a shot or two off before they are scrap metal. Around the next corner are a bunch of Pod Crabs, two Geth Rocket Drones, and a Geth Juggernaut . Take out the hostiles any way you wish then move up to where they were to get a better shot at the accompanying Rocket Troopers.

About halfway down the next stretch you will come under rocket fire and your Mako radar will become jammed. Disembarking from the vehicle lifts the jamming and allows you to save, but restricts enemy detection to only a few meters from your team. There are some Rocket Drones at the end, so deal with them and then round the corner. On a bank to the left are three sets of geth shields and of course some more geth: four Rocket Troopers, two Assault Drones, and another Rocket Drone. Some may be hiding behind the rocks so you have to move up to take them all out. When they are down, head around the next corner and you can see a structure in the distance.

Gatehouse One [ ]

They hit you hard, you hit back harder

When you get close to the first gatehouse you start to come under fire from the geth guarding it. The group outside consists of two Geth Rocket Drones, one Rocket Trooper, and two Troopers. You can drive up and take them out on foot, or shoot them from a distance. Depending on your movements some of the defenders upstairs may come out of their initial positions to engage you, so be mindful. This also applies to the defenders of the other gatehouses down the road.

When all the initial geth are down, move up, if you haven’t already, and head up the stairs to the left. There are two more Troopers on the top, who may or may not have engaged the fight along with the troops below. In the far room accessible through a bare short tunnel is a Hardened Weapon Locker (hard decryption ) plus two Geth Stalkers , a Geth Ghost , and a Geth Sniper ( Legendary Edition: The short tunnel has been furnished with two crates for cover, and as the next two gatehouses have similar architectures this also applies to them as well). There is also another Weapon Locker (easy decryption) on a wall before the tunnel to the gatehouse control room, be sure to open it before you leave. When you are done head back to the Mako and drive along.

Gatehouse Two [ ]

Consulting your map, the path from the first to the second gatehouse splits into two then merges again. Whichever path you take is immaterial as they both have enemies there: if you're not in a hurry, blast 'em all, or if you're speedrunning, pick one path and speed through.

The mako adding geth colossi to its list of roadkills

Just outside the first gatehouse and before the split there is a Geth Colossus on your way. On both forks of the path there are an initial two Geth Armatures each. The path that appears closed off on your map is actually just a narrow archway, and it has another Geth Colossus beyond it. The alternate path has another Geth Armature and another Geth Colossus in separate places.

Aside from the standard gun them down then exit the Mako for the killing blow for maximizing exp if you aren't playing Legandary Edition, you can take advantage of the level geometry and ram them off the ocean barricades for instant death if the opportunity appears, just be vigilant you don't overshoot the Mako and drown yourself. The colossi are particularly situated for this tactic though the armatures can also be victimized if you're diligent enough. The walkers are very susceptible to ramming and they waste a lot of time trying to reorient after such an attack, so do it often and preemptively especially if they're about to fire their Siege Pulse weapons.

As you get closer to the second gatehouse you may be hit with a powerful radar jamming that will obscure the enemy walker count if you aren't done dealing with them yet. Disembark from the Mako, equip your (or your squadmates') preferred weapon with your most powerful detection upgrades, then board the vehicle again. The jamming source is inside the gatehouse so dealing with it will have to wait until you arrive there.

Two geth Destroyers and a Sniper guarding Gatehouse Two's controls

The second gatehouse is similar to the first except the stairs are on the right and you cannot proceed further until you disable the artillery holding the Normandy back in the control room. Hostile headcount in the gate level is just a Rocket Trooper, a Geth Shock Trooper , and a Geth Sniper. Upstairs is another Rocket Trooper and Shock Trooper. Defending the control room is a Geth Sniper and two Geth Destroyers .

The control room has the toggles for the AA guns as well as the gatehouse doors. Switch off the guns first, then open up the doors, and get looting if you haven't yet. In the room is a Secure Weapon Locker (average decryption), and on the far side wall along the stairway is a crate.

When the AA tower is down, Joker radios that he is on approach to the salarian camp, you’re done here so get back into the Mako and drive on.

Gatehouse Three [ ]

As you drive under the gatehouse, the Normandy flies overhead en route to the salarian camp.

Color them shocked when three organics and a tank demolish the prior gauntlet of geth

When you round the corner you encounter the last gatehouse and the final line of defense before the camp. As with the second gatehouse you must raise the gates at the control room before you can pass. Enemy composition here is a Rocket Trooper and two Troopers at ground level, three Shock Troopers inside the gatehouse building, and two Destroyers in the control room. Lootables include a Hardened Weapons Locker (hard decryption) in the control room and a crate along the wall by the entrance tunnel.

When you reenter the Mako, just gun it because there are no more enemies between you and the salarian camp. When you get closer Joker radios that the Normandy is down safely but they are apparently grounded, the salarian captain can explain when Shepard arrives.

Salarian Camp [ ]

Saren's forces apparently don't notice hostiles squatting right next to their walls

When you reach the camp you are rewarded with credits and experience. A cutscene plays where Ashley and Kaidan are arguing with the salarian captain. The captain needs more time to come up with a plan, and when Shepard arrives, he introduces himself as Captain Kirrahe , 3rd Infiltration Regiment, STG. Kirrahe asks if Shepard was all the Council sent and is dismayed when he learns that his transmission was unclear. He lost half of his men investigating this place and Shepard’s orders were just the same.

When asked he talks about the base, apparently heavily fortified and guarded by a legion of geth. Kirrahe mentions that Saren is breeding an army of krogan . If you recruited Wrex to your team, he walks over and asks how that's possible. Kirrahe says that Saren found a cure for the genophage and it needs to be destroyed. Wrex disagrees, but Kirrahe insists as he thinks the krogan were a mistake. Wrex gets in Kirrahe's face, stating "[w]e are not a mistake!" Kirrahe requests that you resolve the issue with Wrex while he comes up with an assault plan.

This mission is then renamed Virmire: Saren's Plan in the journal. When you regain movement control, you can explore the camp at your own pace. Every NPC in the area (except the salarian pacing by the beach) has dialogue lines you can explore, and may change depending on how you dealt with Wrex. Squadmates also temporarily become NPCs: they stand around the camp in their original armor regardless of whatever you got for them, though this is merely a cosmetic change and they'll wear your preferences next mission.

Somebody's not going home today, and the decision is entirely yours

The tent nearest to the base wall has a codex entry from the Communications Relay (easy decryption). Liara loiters here if you already rescued her from Therum . Wrex is on the beach in front of her, intermittently blasting at the shore and the air with his shotgun until you talk to him.

The central tent has Kirrahe, who is your key to story progression. If you dealt with Wrex already, or if the krogan was never in your party to begin with, speak to him to get things going. Ashley and Kaidan hang around in here initially.

The tent at the other side of the camp has Commander Rentola , Kirrahe's second-in command and supply officer. Beside him is a Medical Station (easy decryption). He has a limited selection of goods to sell but it is a good place to unload unnecessary gear before heading out. Sell any excess items you've accumulated to Rentola, because there's a long segment coming up and you don't want to end up at your inventory limit. Tali and Garrus can also be found in Rentola's vicinity: Tali inside the tent, and Garrus on the beach outside if you recruited him.

Note: You cannot rely on the decryption skills of your squadmates here on the salarian camp - if you play as a Soldier or have low decryption skills on your own the med station and the comms relay will remain inaccessible.

"Bit of a cloaca, though. Loved his speeches

When you are ready, head back to Kirrahe and he says that he has come up with a plan, sort of, and involves high risk and a lot of luck. He will divide his men into three teams and hit the front of the facility while Shepard and team “Shadow” sneaks around back. When asked about the team names Kirrahe will list of the other three: Aegohr, Mannovai, and Jaëto, the salarians' first three colony worlds. He hopes that they will remind the men what they are fighting for.

He also needs to ask Shepard for a huge favor, he needs one of Shepard’s squad for the assault. Both Ashley and Kaidan volunteer. Send whomever you wish with Kirrahe, however be warned that whichever one you send will be unavailable as a squadmate for the rest of Virmire. Personal preference or squad balance, keep whichever in mind when choosing.

When you are done Kirrahe gives you one last opportunity to hold off before the attack, if you do then just talk to him again to proceed. When you get ready to proceed, Kirrahe gives a speech to the men then wishes Shepard luck and asks the Commander to be on the lookout for anything that can assist the teams. When the squad selection screen comes up, there's your cue to navigate on to the next part of the mission.

Enemies [ ]

  • Geth Armature
  • Geth Assault Drone
  • Geth Colossus
  • Geth Destroyer
  • Geth Juggernaut
  • Geth Rocket Drone
  • Geth Rocket Trooper
  • Geth Shock Trooper
  • Geth Sniper
  • Geth Trooper

Cut Content [ ]

Unused dialogue voicelines point to it having been possible to initiate long conversations normally restricted to the Normandy with at least Ashley and Kaidan while in the salarian camp; they are inaccessible due to their set condition, which is to be on Virmire. [1]

References [ ]

  • ↑ Mass Effect Cut Content/Virmire Voicelines#cha00_humanfemale_ashley (1) , Mass Effect Cut Content/Virmire Voicelines#cha00_humanmale_kaidan
  • Mass Effect
  • 3 Romance (Mass Effect: Andromeda)

COMMENTS

  1. Virmire

    Towards the end of Virmire, you'll be forced to choose to rescue either Kaidan or Ashley, who will be at the bomb site or the AA tower (who is where depends on who you assigned to Kirrahe's team ...

  2. Virmire Assignments

    Virmire Assignments. Virmire: Wrex and the Genophage. This assignment takes place at the salarian camp. Saren has discovered a cure for the krogan genophage (the hereditary virus which causes only one in a thousand krogan offspring to survive) and is currently breeding an army of krogan warriors. Your mission on Virmire turns to destroying ...

  3. Virmire: Base Entry and Labs

    The guide for Mass Effect 1 Legendary Edition features all there is to see and do including a walkthrough containing coverage of all Assignments, detailed breakdown of all the important choices, class builds and much more! Full coverage of all the Main Missions. Every Assignment covered. In-depth look at the major choices and consequences of each.

  4. Mass Effect Virmire choices: who to send & take, dealing ...

    The first Mass Effect is utterly jam-packed with story choices with a great variety of resultant outcomes - but nowhere else in the game is as filled with important decisions as Virmire.

  5. Virmire

    Virmire is a lush world located on the frontier of the Attican Traverse. Its vast seas and orbital position on the inner life zone have created a wide equatorial band of humid, tropical terrain. Only the political instability of the region has impeded efforts at colonization. Many times, the Citadel has opened negotiations to settle Virmire ...

  6. Virmire: Base Approach

    The guide for Mass Effect 1 Legendary Edition features all there is to see and do including a walkthrough containing coverage of all Assignments, detailed breakdown of all the important choices, class builds and much more! Full coverage of all the Main Missions. Every Assignment covered. In-depth look at the major choices and consequences of each.

  7. Virmire: Base Main Level

    The guide for Mass Effect 1 Legendary Edition features all there is to see and do including a walkthrough containing coverage of all Assignments, detailed breakdown of all the important choices, class builds and much more! Full coverage of all the Main Missions. Every Assignment covered. In-depth look at the major choices and consequences of each.

  8. Mass Effect: Virmire Walkthrough and Choice Outcomes

    Virmire: Wrex and the Genophage. Early into the Mission on Virmire, you'll learn that Saren has found a cure for the Genophage in this lab, and Wrex is furious that it'll be destroyed. You'll have to confront him at the beach to find a resolution. To convince Wrex to stand down, you'll need to have 8 Charm points or have completed the "Wrex: Family Armor" Assignment in order to ...

  9. How to complete Virmire: Assisting Kirrahe's Team in Mass Effect

    When you're working your way towards Saren's base on Virmire alongside your squadmates and Captain Kirrahe's team in Mass Effect Legendary Edition, you have the option to assist Kirrahe's ...

  10. Virmire: Wrex and the Genophage

    Saren appears to have discovered a cure for the genophage and is breeding an army of krogan. Wrex is furious that Captain Kirrahe wants to destroy the cure. The Captain is worried about Wrex's state of mind and doesn't want to continue if Wrex is going to be a problem. This assignment is automatically gained after reaching the salarian camp only if Wrex is available as a squadmate. As stated ...

  11. Virmire: Assisting Kirrahe's Team

    in: Mass Effect, Virmire, Assignments. English. Virmire: Assisting Kirrahe's Team. Kirrahe and his men are attacking the base head on in hopes of diverting the attention of the geth. Though your primary mission is to infiltrate the base unseen, Kirrahe has asked you to keep an eye out for ways to frustrate and slow the geth defenses.

  12. Wrex and the Genophage

    The guide for Mass Effect 1 Legendary Edition features all there is to see and do including a walkthrough containing coverage of all Assignments, detailed breakdown of all the important choices, class builds and much more! Full coverage of all the Main Missions. Every Assignment covered. In-depth look at the major choices and consequences of each.

  13. Virmire: Base Approach

    1 - Arrival. Once the assault begins, Captain Kirrahe radios you and asks that you keep an eye out for opportunities to sabotage the Geth defenses so that his teams have a better chance of surviving the attack. This triggers a new assignment called "Virmire: Assisting Kirrahe's Team". 2 - Communications Tower.

  14. Mass Effect Assignments: how to start every side quest & assignment

    Story Planet Assignments: Feros, Noveria, & Virmire. Mass Effect's handful of story-critical planets also have a few assignments of their own - though it's only a few for each planet, and ...

  15. Mass Effect Guide: Raiding Saren's Facility on Virmire

    Mass Effect's Virmire mission is a major mission with incredible lore and plot, as well as game-changing decisions that affect the entire trilogy. Mass Effect's Virmire mission is the halfway point of the story and one of the best missions in the first game. It gives insight not just into Saren's motives but is a general lore dump once inside ...

  16. Virmire: Landing Zone

    The guide for Mass Effect 1 Legendary Edition features all there is to see and do including a walkthrough containing coverage of all Assignments, detailed breakdown of all the important choices, class builds and much more! Full coverage of all the Main Missions. Every Assignment covered. In-depth look at the major choices and consequences of each.

  17. About to play Virmire, are there any more Missions after that?

    Mac13eth 14 years ago #3. You can only make one more trip to the citadel after Virmire, so make it count. There are four side-quests (assignments) that are not on the citadel, but require access to it. There are numerous assignments on the citadel, so try to get them all while you can. Short answer, you should be okay to proceed after Virmire ...

  18. Virmire: Assault

    You must infiltrate Saren's base and destroy it completely. Captain Kirrahe will assist with a diversionary strike to draw off most of the geth. This mission is acquired after leaving the salarian camp on Virmire and beginning the attack on Saren's base. The mission's encounter environments run the gamut from long-range to close range against krogan and geth. You will encounter groups of ...

  19. Mass Effect 4 Shouldn't Play It Safe with Any Companions

    Wrex on Virmire and ME3's Galaxy of Consequences . In a moment that is emotionally difficult for many players, Wrex threatens to betray the party during the original Mass Effect's divisive Virmire ...

  20. Assignments

    Assignments are the side missions of Mass Effect and Mass Effect 2. These have little to no bearing to the overarching narrative, but completing them may further understanding of the series' underlying workings. There is a large variety of assignments to complete; this page is a list of them. Click on a specific assignment in the list to read its detailed walkthrough. For a list of missions ...

  21. Fischer, Ricketts, Smith Introduce Legislation to Transfer Ownership of

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  22. Assisting Kirrahe's Team

    The guide for Mass Effect 1 Legendary Edition features all there is to see and do including a walkthrough containing coverage of all Assignments, detailed breakdown of all the important choices, class builds and much more! Full coverage of all the Main Missions. Every Assignment covered. In-depth look at the major choices and consequences of each.

  23. Virmire (mission)

    You've received word that a salarian reconnaissance team on Virmire has information about Saren. The message was unclear and the Council fears the team is in danger. This mission is acquired after the completion of two of the first three plot worlds: Therum, Noveria, or Feros. The next time you try to access the Galaxy Map in the Normandy, Joker informs you of a priority call from the Citadel ...